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Don't want the problems, never capture anyone. Seems pretty balanced, maybe not perfectly yet, but close.
Once they break out of prison, they can be shot to death with no penalties (right?).
I mean find one of those documenteries on it, even with places that are cool with it, its pain in the but to do it. People have to do firing lines with blanks handed out, and only a few live rounds to lesson the guilt and PTSD odds for the guys doing it. The chair messed up a few times and scared people for life involved, and lethal injection is a two man job with only one of them being real executionor and they try the damndest to make sure they never find out which one who fliped the switch for the injection to be found out.
Death on battlefeild that is just nasty part of life, easier to cope with they had weapon you had a weapon. You want get away trying leaving the door open or starving them to death that is less of a hit to the moral.
I know what you guys are saying with this, but consider this: (speaking from our colonist point of view) this guy tried to kill us all, steal our dogs and women.
I believe perhaps when you take someone prisoner, there could be a button - like 'forgiven' or 'unforgiven' and basically if you have a prisoner who you'd want to recruit you'd have to forgive them of their crimes.
That way - yes. if you wish to have this guy become part of the colony you have to forgive them their transgressions and then yes if you kill them or harvest them after that - there should be a penalty.
If unforgiven - you can still have the prisoner, but there's no penalty for leaving them shackled in a room starving to death, selling them into slavery, or 'spare parts' as it were.
Plus - what about an evil colony. You have a group of cutthroats who are hardened criminals and you're intercepting traders and stealing everything you can. This allows more immersion so you can freely participate in the slave trade/praise the blood gods with your evil colonists.
May I just ask from where you got that information that this very released prisoner will attack you again ?
I admit I do not really pay attention to who is attacking me... Could have been A-B-C, captured B, then an other attack could be D-E-F or D-E-B I couldn't care less... so I just don't see why you execute them instead of releasing a too difficult to recruit prisonner...
Now that said, you know you get a little less mood impact for selling him as a slave (-5 as opposed to the -7 for execution or add a -6 if the said guy died to organ harvesting)... so why simply execute him ? when you can make decent money by selling him, or no penalty for releasing?
He's talking about the penalty from a logical standpoint. Let's say you and a group others were stranded. A tribal faction attacked you all. They injured one of you or even killed one. Now you all killed most of them. Some got away and you were able to capture one. The one you captured was weakened. Bleeding out maybe. You tried to get info out of them or reason with them but it was seemingly impossible. You have limited medical supplies and food. You decide its best to put them down and bury them so they don't stink up the area. Now are you sad you killed this so called innocent prisoner? Maybe. I wouldn't be. I don't think some of my friends would be. I know my dad wouldn't give a damn about them. Doesn't make anyone of them a psychopath. The one that kills the individual may feel bad for doing it if they're not used to that sorta thing, but that's on them; not the whole group. I believe that's the gist of the issue OP has with this. Also if it helps think of it from a basic tribal scenario instead of a well educated cushy stranded colonist scenario.
Sure, but that isn't what is happening. In this game you are capturing them to consider having them join you. I think we can all agree if we were capturing them to torture info out of them the whole deal would be different.
I get the fundamentals of the questioning, and while I agree with that... if OP rant about the penalty for killing him, then it means in my mind that you effectively kill the guy...
So I just emphasis that is not the only possible last solution... if you decide to execute him, then you are aware of the penalty and you accept it... if you do not accept it, simply release the guy...
I don't know but I do understand that for OP releasing that very guy is dangerous... while it's no more nor no less dangerous...
Add to that, depending of the penalty with faction, if not under -50, for every released in good health prisoner you get a boost with the faction... as opposed to when you execute said prisoner...
I just state game mechanics, I'm not debating an opinion though...
Then, there is balance.
Without the mood debuffs, you would never ponder about who you capture and who you let die or plain kill, you would just capture everyone.
If you capture everyone, then, that is your problem.
If you choose who you capture, prisonner death is rare.
You can play an evil colony no problem, it just requires the right traits to either negate the debuff or offset it.
Now, the too smart, depressive guy doesnt belong to such a colony...
I would personally just remove the 'innocent' part of the debuff and rename it 'prisoner died'.
That's the thing though. I capture everyone now and release them if I'm not gonna keep them. It helps my doctors skill and faction rep. It's the most logical way to play it but not the most realistic. I get its a game and in the end if its for balance rather than realism then that's that. I still enjoy it. But at this point I see no reason to not capture everyone and release them unless they're missing a leg or have brain damage.